学习分析
关系(数据库)
计算机科学
教育技术
分析
会话(web分析)
透视图(图形)
数学教育
反射(计算机编程)
心理学
数据科学
人工智能
万维网
数据库
程序设计语言
作者
Elizabeth B. Cloude,Dan Carpenter,Daryn A. Dever,Roger Azevedo,James C. Lester
出处
期刊:Journal of learning Analytics
日期:2021-09-03
卷期号:8 (2): 51-72
被引量:27
标识
DOI:10.18608/jla.2021.7371
摘要
Reflection is critical for adolescents’ problem solving and learning in game-based learning environments (GBLEs). Yet challenges exist in the literature because most studies lack a theoretical perspective and clear operational definition to inform how and when reflection should be scaffolded during game-based learning. In this paper, we address these issues by studying the quantity and quality of 120 adolescents’ written reflections and their relation to their learning and problem solving with Crystal Island, a GBLE. Specifically, we (1) define reflection and how it relates to skill and knowledge acquisition; (2) review studies examining reflection and its relation to problem solving and learning with emerging technologies; and (3) provide direction for building reflection prompts into GBLEs that are aligned with the learning goals built into the learning session (e.g., learn about microbiology versus successfully solve a problem) to maximize adolescents’ reflection, learning, and performance. Overall, our findings emphasize how important it is to examine not only the quantity of reflection but also the depth of written reflection as it relates to specific learning goals. We discuss the implications of using game-learning analytics to guide instructional decision making in the classroom.
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